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Old 12-31-2019   #6261
fickleheart
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To follow onto the above, the trigger for the bridge section in CEZ1 might not be immediately obvious that all players have to be there, especially if a new player is playing in co-op and doesn't understand the significance of that alcove. While the floating arrow in co-op helps, I think something to hammer home "more players need to come here" would remove all possibility of confusion.





https://gitlab.com/fickleheart/srb2-...146541c74e7e8b


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Also, after seeing the custom gametype work in next, I'm wondering if we could get a gametype rule that disables SEENAMES, at least for "it" players? Someone I know is working on a mod that would really benefit from this.
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Old 12-31-2019   #6262
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Custom gametype work? That sounds cool. How custom we talking?
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Old 12-31-2019   #6263
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"Weapon" panel pickups in Ringsliner game-types (Match, Team Match, Capture the Flag) appear as pre-rendered rotating flat panels. Now that "paper-sprites" are in the game, why not change them from pre-rendered rotating flat panels into single-texture actual rotating paper-sprite panels?
Besides just plain visual differences, it might help make them more perspective-correct when viewed from above, from below, and from up really close.
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Old 12-31-2019   #6264
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Originally Posted by time gear View Post
Something I thought of that might be a cool idea to take into consideration is this: Levels with multiple goal signs.
You mean in the main campaign or just in general? Because all of this is already possible, with the sole exception of alternative beginning areas. Though with Lua those are totally possible, IIRC.
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Old 01-02-2020   #6265
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It would be pretty cool IMO if the elemental shield (and unused flame shield for that matter) melted the thick snow of Frozen Hillside, allowing you to run straight through it and jump normally while in it. Just hide it a little more for a neat bonus for skilled players.
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Old 01-02-2020   #6266
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Quote:
Originally Posted by Frostav View Post
[...] unused flame [...]
The flame shield isn't unusued. It's barely used, but I've picked it up in at least one of the bonus levels.

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It would be pretty cool IMO if the elemental shield (and unused flame shield for that matter) melted the thick snow of Frozen Hillside, allowing you to run straight through it and jump normally while in it. [...]
That's not going to be something easy to do. All map geometry is stored as sectors (drawn shapes), and you can't make any "sub-sector" changes to get rid of snow in certain areas of a sector only.
So you'd have to split large singular sectors into lots of tiny sectors, for snow to be separately-meltable in each of those tiny sectors, and for as large as a SRB2 level is, that's not going to end well in practice.
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Old 01-02-2020   #6267
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You mean in the main campaign or just in general? Because all of this is already possible, with the sole exception of alternative beginning areas. Though with Lua those are totally possible, IIRC.
Yes, I mean the main campaign.
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Old 01-02-2020   #6268
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A minor change perhaps but it would be nice if the game played a distinct sound effect when a new player joins the game (or at least in Match / First-person / Competitive game modes), enabling "Play sound effects if unfocused" doesn't really help much in these modes, I like to join the game and minimize it while I wait for new players to come and I sometimes miss when a player joins, it feels like barely anybody plays these modes, a shame because I really like them despite how unbalanced / thokfests they may be.
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Old 01-02-2020   #6269
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Well, on the one hand, I could see the benefit of not having to funnel all characters into the same endpoint. But then you'd have less setpiece finales like the bridge and the train.

Not only that, but the game now seems to be stepping in the direction of minor continuity between acts(not zones, acts.)

Techno Hill Act 1 ends in front of a door and Act 2 starts on the other side. Deep Sea Act 1 ends at a structure with stairs leading up, and Act 2 takes place above sea level. Castle Eggman is obvious. Arid Canyon Act 1 and 2 end and begin with a mine tunnel, and of course the train. And then there's Black Core, which basically all flows together.

In fact, I hope to see more of it. Even between Zones. Whether through cutscences, post results control(this would be the coolest, honestly, though it would also be the hardest to perform, so maybe not) or even just something as simple as, say, adding some plateaus in the background of CEZ3's skybox to give the kind of simple narrative.

Obviously it isn't too big a deal, but it is something to consider.
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Old 01-02-2020   #6270
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It would be nice if there was a menu option to replace the 1-up music with a sound effect, instead of it being determined in the MainCfg. Hearing the 1-up music can be jarring while I'm trying to enjoy a level's music.
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Old 01-02-2020   #6271
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I guess this isn't really a game suggestion, but I'd like to see the record tracker updated for 2.2.
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Old 01-03-2020   #6272
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Quote:
Originally Posted by Sting the Cat View Post
Well, on the one hand, I could see the benefit of not having to funnel all characters into the same endpoint. But then you'd have less setpiece finales like the bridge and the train.

Not only that, but the game now seems to be stepping in the direction of minor continuity between acts(not zones, acts.)

Techno Hill Act 1 ends in front of a door and Act 2 starts on the other side. Deep Sea Act 1 ends at a structure with stairs leading up, and Act 2 takes place above sea level. Castle Eggman is obvious. Arid Canyon Act 1 and 2 end and begin with a mine tunnel, and of course the train. And then there's Black Core, which basically all flows together.

In fact, I hope to see more of it. Even between Zones. Whether through cutscences, post results control(this would be the coolest, honestly, though it would also be the hardest to perform, so maybe not) or even just something as simple as, say, adding some plateaus in the background of CEZ3's skybox to give the kind of simple narrative.

Obviously it isn't too big a deal, but it is something to consider.
As I mentioned initially, it wouldn't need to apply to all levels. Something else to consider is that even for levels in which it does apply, it actually opens up the opportunity for more of what you are talking about. Imagine for example in AC2, if you finish the act on Fang's path you are actually boarding the train and watching it take off from the inside through a window before making your way into the room the boss fight takes place in.

Or say you are playing as Knuckles and you destroy a portion of the bridge at the end of CEZ1 before climbing your way up into the castle through a secret entrance that is revealed by the collapsing bridge, and then start the next act inside this secret portion of the castle.

This would open up the possibility for new setpieces like this that tie into the other characters setpieces and make each playthrough a little bit more unique as each character.
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Old 01-05-2020   #6273
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I personally think having more than two minimum of the pterodactyl robots that pick you up and drop you in the lava in one area is a bit much.


Also, having finished the game this morning, I just would like to reiterate my suggestion that a basic player shadow be implemented, not just so you can judge where you're going to land more easily, but also so you can know when you've landed, especially for places in the game that require quick jumping off of collapsing platforms or moving platforms (for example, early Arid Canyon Act 1 with those floating collapsible gray platforms before the rope pulley, or during the Metal Sonic race when there's floating platforms suspended over lava). Many times I've found myself accidentally thokking myself to my doom because I pressed the jump button just before landing, or when it looked like I landed but hadn't yet actually done so.


To that end, perhaps an optional sound effect when hitting the ground would also be of benefit. (I know that's not really in the spirit of the classic games, but it's a relatively unobtrusive way of communicating vital information to the player).
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Old 01-05-2020   #6274
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I mentioned this in the Discord server, but due to someone trying to put a certain map pack on the Wiki because it got into Modifications, I feel there may need to be a slight change to the Releases forums. Mainly with the addition of a Map Pack category, which is more maps than what would be suited for the Levels category, but is not a full-blown Modification (like, say, Mystic Realm was)

Here's a copy of what I had mentioned on the Discord:

Quote:
The way I see it, releases for the base SRB2 game fit into one of the following catergories:

Modifications - These are full blown mods for SRB2. They need at least either a full standard single player campaign as well as their own Special Stages (if any) or focus more on one of the alternative means of playing SRB2... That, or they modify the gameplay so that it's vastly different. If Mystic Realm was ported, it would go here, the same with SRB2Riders and also any NiGHTS-focused campaigns. The Apologue Pack I say does not count as one, as it's just SP maps. Note that heavy Lua usage may count as a Modification.
Level Packs - These are packs of levels which don't qualify to be classed as a Modification. This is where I would put the Apologue Pack myself, as well as the Boss Rush pack. Packs must include at least 2 Zones if they are SP packs, or a good number of MP maps.
Levels - For single levels or Zones for SP, or a small MP mappack.
Characters - Characters, enough said.
Lua - For Lua addons which aren't full blown modifications.
Software - For software, enough said.
Miscellaneous - For anything which doesn't fit into the above, like HUD replacements which don't use Lua... but not music replacement WADs, as they are not allowed.
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Old 01-05-2020   #6275
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Honestly "Modification" is a very broad term, any of the other categories can fit in it, "Total Conversion" would work better, this would be a category for mods that change not only levels but also include new art, gameplay mechanics...etc. and I disagree, a levelpack is still a levelpack regardless of the type(s) of levels it includes.
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Old 01-06-2020   #6276
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Could we split up Clear Unlockables into two different comands for unlockables and characters? I know that a lot of 2.1 maps with custom textures and such are rendered somewhat incompatible, but they're still fun to play. This would also allow people to make map packs with custom unlockables without needing to clear the characters unlocked by playing vanilla and instead would be able to opt into doing that if they need to.
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Old 01-06-2020   #6277
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Minor, but could you add some Sonic CD sound effects to Playable Metal Sonic?

For an instance: Jump, Spindash, Zoom, Skid.

The roll sound would be the same as when Boss Metal Sonic spins around then stops (which is obviously the chance for you to attack him).
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Old 01-06-2020   #6278
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I am well aware that a thread regarding the subject was recently locked so I hope I am not breaching any rules by bringing it up lightly, but until some consensus can be reached by the developers regarding the use of Super forms, perhaps there could be a console command for multiplayer servers to allow anyone to transform regardless of character. Sure, you'd still be locked out in singleplayer, but for those who mostly play in multiplayer (such as myself) it'd be much easier than having everyone install a wad to get it done.
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Old 01-06-2020   #6279
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Originally Posted by Zwip-Zwap Zapony View Post
The flame shield isn't unusued. It's barely used, but I've picked it up in at least one of the bonus levels.

That's not going to be something easy to do. All map geometry is stored as sectors (drawn shapes), and you can't make any "sub-sector" changes to get rid of snow in certain areas of a sector only.
So you'd have to split large singular sectors into lots of tiny sectors, for snow to be separately-meltable in each of those tiny sectors, and for as large as a SRB2 level is, that's not going to end well in practice.

Totally understandable, but it could still be possible for those two shields to nullify the slow-down effect of the deep snow even if there's no visual change, right?
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Old 01-08-2020   #6280
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Record attack suggestions:
  • ability to set color and translucency of ghosts (finding it tough to differentiate between self and ghost when we're Very Close to each other)
  • ability to race against ghost of different character
  • ability to see best time/rings/score by character and not just overall
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